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Everything posted by thesquarerootof2
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Well you see, if you make the rewards easier to get it would literally just devalue the big events even more.
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A picture is worth a thousand words
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valid A better auto-aim for leading shots
thesquarerootof2 replied to thesquarerootof2 in A better auto-aim for leading shots Ideas and Suggestions
Problem: Recently I've been trying Striker, and I noticed that it's basically impossible to hit a moving target on a different level. The reason for this is that for the auto-aim system to work, you have to point directly at the target's CURRENT position. But we all know how "leading" works - you have to aim at where the target WILL be, not where they CURRENTLY are. Now with normal insta-hit weapons this isn't an issue for obvious reasons. But when you're using a non-insta-hit weapon like Ricochet or Striker, it's basically a dilemma - you can either get auto-aim and miss, or you can lead them, and since that means you're not pointing at their current position, you won't get auto-aim and you'll probably miss anyways. This is especially prominent with Striker because that weapon has a pretty long reload, so each shot actually matters, unlike Twins and Ricochet where there's still a pretty good chance you'll get a hit within the next second or so. Solution: My proposed solution to this is a new system that I'm calling "One-time Vertical Lock-on". Basically how this system works is that every bullet has a "lock-on angle". This is basically the bullet's vertical auto-aim angle. At any time during the bullet's trajectory, if it detects an enemy within this angle above or below it, it will immediately angle itself to that enemy's location. This can only happen ONCE per bullet, and it still follows the normal rules for auto-aim, which means the bullet can only aim itself at enemies that it has a direct, unobstructed line of sight to. Why this? This solution is good because it actually allows for leading targets and still getting auto-aim, since auto-aim will no longer be restricted to only working if you don't lead. Another method I considered was that it would only auto-aim if it detected that you were leading the enemy, based on the enemy's current speed. This sounds reasonable, right, since it actually promotes leading? Well, the issue with this system is that it does not account for sudden movement changes, like if you were trying to "juke" the shooter. The shooter can't counter this juking because if they tried to they suddenly wouldn't be "leading", according to the system, and we're back to square one again. Meanwhile, the "One-time Vertical Lock-on" system would not have this problem, since if at ANY time the target crosses paths with the bullet, the auto-aim would trigger. Here's an example. Let's say that guy is speed boosted or something. According to his current movement pattern, the game would say "hey you should aim at this red circle" and I would have to aim there to count as "leading" him and get auto-aim. But I know he's gonna juke, so I'm going to have to aim at the green circle instead to counter that. With the "only if you lead them" system, I would not get auto-aim from that and that's dumb. But under the "One-time Vertical Lock-on" system, it would work. The final thing I like about this system I'm proposing is that it still makes sense with insta-hit weapons! Technically speaking, insta-hit weapons will do this thing as well, it's just that the lock-on happens as soon as you fire! :D What do you think? :) -
Well now matchmaking battles are 8 minutes. Guess what's also 8? The number of players on each team in a Matchmaking battle. So that means each round of elimination should last 1 minute.
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Technically drugging is no less skillful if you have to deal with everyone else doing it as well
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I think that Shaft's arcade shot should lose some more range and get like 0 weak damage. It just doesn't make sense that this weapon has an OP sniping mode and then in ADDITION to that it gets a very good arcade mode, rivaling the DPS of Smoky and Thunder (and that's pretty high) and the same range as Ricochet (and more range if you count that it does weak damage while Ricochet just cuts off) I mean, even ignoring everything else, this is a long-range weapon; isn't short-range defense exactly what those things are supposed to be bad at? P.S. yes the sniping mode is actually OP
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If you have to pay hundreds of thousands of crystals just to make it "not a problem" I don't think it's called "balanced".
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How is -50% "barely noticeable"?
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What is the planned overdrive gonna do to the limited clip weapons like Firebird and Ricochet and charge-up weapons like Vulcan, Shaft, and Striker?
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I just noticed that for vertical aim to work you need to point the center of the turret at the target. That's kind of dumb imo. It should be the currently firing barrel. or the center if it's the laser
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Striker reks this thing so hard can barely even fire before i get a lock
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Firebird needs a nerf to its heating rate. I can literally get touched by the flame for like 1-2 seconds and good-bye 1/3 to half my HP Not the max temperature, the rate of heating
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Twins should have zero impact force, in return for all the other good things it has (i mean it literally has damage rivaling that of a close-range weapon, and even those have limited energy)
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category Ideas for Supplies and Drones!
thesquarerootof2 replied to Ilia.ArchangeI in Ideas and Suggestions
Problem: So I recently created another account because I wanted to try out Striker. It went great until I became a Master Corporal and got matched up with Master Sergeants. Within 2 battles my measly collection of supplies was basically gone, all used up just to catch up with the others. Meanwhile, the higher ranked players, having completed way more missions and gotten way more containers, just kept loading on the supplies, and I was basically helpless, unable to do anything but sit in my second-to-last place and 0.3 KD and pray for my overdrive to charge up. And once it did it was a mere 30 seconds of glory and then another 3-5 supply-less minutes. It is then that I realized how unfair it is that low-ranks, at the start, don't even get supplies. And once you unlock them, you get 10 of each and each mission gives you less than 5. This made much more sense a year ago when there were no containers to heap people with supplies, and thus supplies were more of a luxury than a necessity, and this was also helpful to teach noobs to not rely on supplies, But nowadays, where supplies are basically a necessity in every game, and you're supposed to rely on them, it's rare to see someone not use 10 supplies a battle! ONE BATTLE! Solution: The first part is obvious and basically a given. Supplies no longer need an unlock rank. They are available from rank 0, Recruit. The second part is a bit more radical. I think all new players should start with a decent stockpile of supplies. I would say 100. This is to last them until the containers start to kick in. The exact number is open for discussion but I think it should last them for at least 5 mission chains. An optional third part is to increase the supply rewards for missions. However this may disrupt the game economy so it might not be a good idea. What do you think? :)- 2,764 replies
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- supplies
- drop boxes
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Why Are Paypal-Users Allowed To Play With Freeplay-Users?
thesquarerootof2 replied to r_Termiinator7 in Archive
Because the whole point of spending money on this game is to get an advantage. That's half of how Tanki gets people to buy. Developing Tanki is expensive and the devs need that money. Basically no one would spend money if you separated buyers from non-buyers, and then Tanki would make almost no money. It might seem like it would make the game great at first, but in the long run it's gonna suck once the devs start struggling to pay the costs of running this game. -
I'm very late to this but this sounds like a very cool idea :) However i think each round should be relatively short... I have no interest in playing hour-long games.
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valid ASL mode-if a red holds the flag for more than 1 minute, the flag automatically drops
thesquarerootof2 replied to GuidoFawkes in Ideas and Suggestions
There are plenty of strategic reasons to not barrel into enemy base. In fact it's rarely useful. So why do you want to force these players to do it? I believe the point of a game is to be fun. I don't think this is gonna add any fun to ASL. It would probably detract from it, actually. -
valid ASL mode-if a red holds the flag for more than 1 minute, the flag automatically drops
thesquarerootof2 replied to GuidoFawkes in Ideas and Suggestions
No I think they should be allowed to take as much time as they want. They should not be pressured to capture via a time limit. -
Interesting how that parameter is upgradeable though
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Wait, Striker has limited range?
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Would you pay real money to play a retro version of Tanki?
thesquarerootof2 replied to ByeByeBye in Archive
Honestly I think the current Tanki is the better version. The only things that it has worse than old Tank is 50% modules and drones but in all other ways it's much better than the old Tanki imo. Matchmaking is great i don't understand why everyone hates it -
not rly
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It's quite frustrating how much impact force this thing has
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They said in v-log that they made all m0s have 20 microupgrades Not sure why
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That would basically turn Rail into Magnum though. Even 1 bounce makes it possible to hit most enemies in hiding. So while it's a nice idea it's probably gonna be bad for the game.
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